Android: Add helper class for generating OpenGL shaders
This CL adds a helper class GlShaderBuilder to build an instances of RendererCommon.GlDrawer that can accept multiple input sources (OES, RGB, or YUV) using a generic fragment shader as input. Bug: webrtc:9355 Change-Id: I14a0a280d2b6f838984f7b60897cc0c58e2a948a Reviewed-on: https://webrtc-review.googlesource.com/80940 Commit-Queue: Magnus Jedvert <magjed@webrtc.org> Reviewed-by: Sami Kalliomäki <sakal@webrtc.org> Cr-Commit-Position: refs/heads/master@{#23622}
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@ -10,10 +10,9 @@
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package org.webrtc;
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import android.opengl.GLES11Ext;
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import android.graphics.Matrix;
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import android.opengl.GLES20;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import org.webrtc.VideoFrame.I420Buffer;
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import org.webrtc.VideoFrame.TextureBuffer;
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@ -22,45 +21,10 @@ import org.webrtc.VideoFrame.TextureBuffer;
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* should only be operated from a single thread with an active EGL context.
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*/
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public class YuvConverter {
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// Vertex coordinates in Normalized Device Coordinates, i.e.
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// (-1, -1) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer DEVICE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
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-1.0f, -1.0f, // Bottom left.
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1.0f, -1.0f, // Bottom right.
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-1.0f, 1.0f, // Top left.
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1.0f, 1.0f, // Top right.
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});
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// Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer TEXTURE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
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0.0f, 0.0f, // Bottom left.
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1.0f, 0.0f, // Bottom right.
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0.0f, 1.0f, // Top left.
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1.0f, 1.0f // Top right.
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});
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// clang-format off
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private static final String VERTEX_SHADER =
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"varying vec2 interp_tc;\n"
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+ "attribute vec4 in_pos;\n"
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+ "attribute vec4 in_tc;\n"
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+ "\n"
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+ "uniform mat4 texMatrix;\n"
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+ "\n"
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+ "void main() {\n"
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+ " gl_Position = in_pos;\n"
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+ " interp_tc = (texMatrix * in_tc).xy;\n"
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+ "}\n";
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private static final String OES_FRAGMENT_SHADER =
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"#extension GL_OES_EGL_image_external : require\n"
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+ "precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform samplerExternalOES tex;\n"
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private static final String FRAGMENT_SHADER =
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// Difference in texture coordinate corresponding to one
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// sub-pixel in the x direction.
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+ "uniform vec2 xUnit;\n"
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"uniform vec2 xUnit;\n"
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// Color conversion coefficients, including constant term
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+ "uniform vec4 coeffs;\n"
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+ "\n"
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@ -72,52 +36,66 @@ public class YuvConverter {
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// try to do it as a vec3 x mat3x4, followed by an add in of a
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// constant vector.
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+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc - 1.5 * xUnit).rgb);\n"
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+ " sample(tc - 1.5 * xUnit).rgb);\n"
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+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n"
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+ " sample(tc - 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n"
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+ " sample(tc + 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n"
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+ " sample(tc + 1.5 * xUnit).rgb);\n"
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+ "}\n";
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private static final String RGB_FRAGMENT_SHADER =
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"precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform sampler2D tex;\n"
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// Difference in texture coordinate corresponding to one
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// sub-pixel in the x direction.
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+ "uniform vec2 xUnit;\n"
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// Color conversion coefficients, including constant term
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+ "uniform vec4 coeffs;\n"
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+ "\n"
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+ "void main() {\n"
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// Since the alpha read from the texture is always 1, this could
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// be written as a mat4 x vec4 multiply. However, that seems to
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// give a worse framerate, possibly because the additional
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// multiplies by 1.0 consume resources. TODO(nisse): Could also
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// try to do it as a vec3 x mat3x4, followed by an add in of a
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// constant vector.
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+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc - 1.5 * xUnit).rgb);\n"
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+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n"
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+ "}\n";
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// clang-format on
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private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
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// Y'UV444 to RGB888, see https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion. We
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// use the ITU-R coefficients for U and V.
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private static final float[] yCoeffs = new float[] {0.2987856f, 0.5871095f, 0.1141049f, 0.0f};
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private static final float[] uCoeffs =
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new float[] {-0.168805420f, -0.3317003f, 0.5005057f, 0.5f};
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private static final float[] vCoeffs = new float[] {0.4997964f, -0.4184672f, -0.0813292f, 0.5f};
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private int xUnitLoc;
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private int coeffsLoc;
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private float[] coeffs;
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private float stepSize;
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public void setPlaneY() {
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coeffs = yCoeffs;
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stepSize = 1.0f;
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}
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public void setPlaneU() {
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coeffs = uCoeffs;
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stepSize = 2.0f;
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}
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public void setPlaneV() {
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coeffs = vCoeffs;
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stepSize = 2.0f;
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}
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@Override
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public void onNewShader(GlShader shader) {
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xUnitLoc = shader.getUniformLocation("xUnit");
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coeffsLoc = shader.getUniformLocation("coeffs");
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}
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@Override
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public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportWidth, int viewportHeight) {
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GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0);
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// Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order.
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GLES20.glUniform2f(
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xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth);
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}
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}
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private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker();
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private final GlTextureFrameBuffer textureFrameBuffer = new GlTextureFrameBuffer(GLES20.GL_RGBA);
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private TextureBuffer.Type shaderTextureType;
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private GlShader shader;
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private int texMatrixLoc;
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private int xUnitLoc;
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private int coeffsLoc;
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private final GlTextureFrameBuffer i420TextureFrameBuffer =
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new GlTextureFrameBuffer(GLES20.GL_RGBA);
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private boolean released = false;
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private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks();
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private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks);
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/**
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* This class should be constructed on a thread that has an active EGL context.
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@ -127,96 +105,11 @@ public class YuvConverter {
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}
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/** Converts the texture buffer to I420. */
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public I420Buffer convert(TextureBuffer textureBuffer) {
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final int width = textureBuffer.getWidth();
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final int height = textureBuffer.getHeight();
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// SurfaceTextureHelper requires a stride that is divisible by 8. Round width up.
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// See SurfaceTextureHelper for details on the size and format.
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final int stride = ((width + 7) / 8) * 8;
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final int uvHeight = (height + 1) / 2;
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// Due to the layout used by SurfaceTextureHelper, vPos + stride * uvHeight would overrun the
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// buffer. Add one row at the bottom to compensate for this. There will never be data in the
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// extra row, but now other code does not have to deal with v stride * v height exceeding the
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// buffer's capacity.
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final int size = stride * (height + uvHeight + 1);
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ByteBuffer buffer = JniCommon.nativeAllocateByteBuffer(size);
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convert(buffer, width, height, stride, textureBuffer.getTextureId(),
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RendererCommon.convertMatrixFromAndroidGraphicsMatrix(textureBuffer.getTransformMatrix()),
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textureBuffer.getType());
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final int yPos = 0;
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final int uPos = yPos + stride * height;
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// Rows of U and V alternate in the buffer, so V data starts after the first row of U.
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final int vPos = uPos + stride / 2;
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buffer.position(yPos);
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buffer.limit(yPos + stride * height);
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ByteBuffer dataY = buffer.slice();
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buffer.position(uPos);
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buffer.limit(uPos + stride * uvHeight);
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ByteBuffer dataU = buffer.slice();
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buffer.position(vPos);
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buffer.limit(vPos + stride * uvHeight);
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ByteBuffer dataV = buffer.slice();
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// SurfaceTextureHelper uses the same stride for Y, U, and V data.
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return JavaI420Buffer.wrap(width, height, dataY, stride, dataU, stride, dataV, stride,
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() -> { JniCommon.nativeFreeByteBuffer(buffer); });
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}
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/** Deprecated, use convert(TextureBuffer). */
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@Deprecated
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void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId,
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float[] transformMatrix) {
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convert(buf, width, height, stride, srcTextureId, transformMatrix, TextureBuffer.Type.OES);
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}
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private void initShader(TextureBuffer.Type textureType) {
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if (shader != null) {
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shader.release();
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}
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final String fragmentShader;
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switch (textureType) {
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case OES:
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fragmentShader = OES_FRAGMENT_SHADER;
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break;
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case RGB:
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fragmentShader = RGB_FRAGMENT_SHADER;
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break;
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default:
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throw new IllegalArgumentException("Unsupported texture type.");
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}
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shaderTextureType = textureType;
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shader = new GlShader(VERTEX_SHADER, fragmentShader);
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shader.useProgram();
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texMatrixLoc = shader.getUniformLocation("texMatrix");
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xUnitLoc = shader.getUniformLocation("xUnit");
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coeffsLoc = shader.getUniformLocation("coeffs");
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GLES20.glUniform1i(shader.getUniformLocation("tex"), 0);
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GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
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// Initialize vertex shader attributes.
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shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
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// If the width is not a multiple of 4 pixels, the texture
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// will be scaled up slightly and clipped at the right border.
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shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
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}
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private void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId,
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float[] transformMatrix, TextureBuffer.Type textureType) {
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public I420Buffer convert(TextureBuffer inputTextureBuffer) {
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threadChecker.checkIsOnValidThread();
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if (released) {
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throw new IllegalStateException("YuvConverter.convert called on released object");
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}
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if (textureType != shaderTextureType) {
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initShader(textureType);
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}
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shader.useProgram();
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// We draw into a buffer laid out like
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//
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// +---------+
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@ -245,83 +138,83 @@ public class YuvConverter {
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// Since the V data needs to start on a boundary of such a
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// larger pixel, it is not sufficient that |stride| is even, it
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// has to be a multiple of 8 pixels.
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final int frameWidth = inputTextureBuffer.getWidth();
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final int frameHeight = inputTextureBuffer.getHeight();
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final int stride = ((frameWidth + 7) / 8) * 8;
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final int uvHeight = (frameHeight + 1) / 2;
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// Total height of the combined memory layout.
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final int totalHeight = frameHeight + uvHeight;
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final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight);
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// Viewport width is divided by four since we are squeezing in four color bytes in each RGBA
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// pixel.
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final int viewportWidth = stride / 4;
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if (stride % 8 != 0) {
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throw new IllegalArgumentException("Invalid stride, must be a multiple of 8");
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}
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if (stride < width) {
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throw new IllegalArgumentException("Invalid stride, must >= width");
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}
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// Produce a frame buffer starting at top-left corner, not bottom-left.
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final Matrix renderMatrix = new Matrix();
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renderMatrix.preTranslate(0.5f, 0.5f);
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renderMatrix.preScale(1f, -1f);
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renderMatrix.preTranslate(-0.5f, -0.5f);
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int y_width = (width + 3) / 4;
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int uv_width = (width + 7) / 8;
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int uv_height = (height + 1) / 2;
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int total_height = height + uv_height;
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int size = stride * total_height;
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if (buf.capacity() < size) {
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throw new IllegalArgumentException("YuvConverter.convert called with too small buffer");
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}
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// Produce a frame buffer starting at top-left corner, not
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// bottom-left.
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transformMatrix =
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RendererCommon.multiplyMatrices(transformMatrix, RendererCommon.verticalFlipMatrix());
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final int frameBufferWidth = stride / 4;
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final int frameBufferHeight = total_height;
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textureFrameBuffer.setSize(frameBufferWidth, frameBufferHeight);
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i420TextureFrameBuffer.setSize(viewportWidth, totalHeight);
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// Bind our framebuffer.
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, textureFrameBuffer.getFrameBufferId());
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId());
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GlUtil.checkNoGLES2Error("glBindFramebuffer");
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(textureType.getGlTarget(), srcTextureId);
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GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
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// Draw Y.
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shaderCallbacks.setPlaneY();
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VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
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/* viewportX= */ 0, /* viewportY= */ 0, viewportWidth,
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/* viewportHeight= */ frameHeight);
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// Draw Y
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GLES20.glViewport(0, 0, y_width, height);
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// Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
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GLES20.glUniform2f(xUnitLoc, transformMatrix[0] / width, transformMatrix[1] / width);
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// Y'UV444 to RGB888, see
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// https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
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// We use the ITU-R coefficients for U and V */
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GLES20.glUniform4f(coeffsLoc, 0.2987856f, 0.5871095f, 0.1141049f, 0.0f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Draw U.
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shaderCallbacks.setPlaneU();
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VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
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/* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2,
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/* viewportHeight= */ uvHeight);
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// Draw U
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GLES20.glViewport(0, height, uv_width, uv_height);
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// Matrix * (1;0;0;0) / (width / 2). Note that opengl uses column major order.
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GLES20.glUniform2f(
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xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / width);
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GLES20.glUniform4f(coeffsLoc, -0.168805420f, -0.3317003f, 0.5005057f, 0.5f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Draw V.
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shaderCallbacks.setPlaneV();
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VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
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/* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2,
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/* viewportHeight= */ uvHeight);
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// Draw V
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GLES20.glViewport(stride / 8, height, uv_width, uv_height);
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GLES20.glUniform4f(coeffsLoc, 0.4997964f, -0.4184672f, -0.0813292f, 0.5f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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GLES20.glReadPixels(
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0, 0, frameBufferWidth, frameBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf);
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GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(),
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GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer);
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GlUtil.checkNoGLES2Error("YuvConverter.convert");
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// Restore normal framebuffer.
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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// Unbind texture. Reportedly needed on some devices to get
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// the texture updated from the camera.
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GLES20.glBindTexture(textureType.getGlTarget(), 0);
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// Prepare Y, U, and V ByteBuffer slices.
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final int yPos = 0;
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final int uPos = yPos + stride * frameHeight;
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// Rows of U and V alternate in the buffer, so V data starts after the first row of U.
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final int vPos = uPos + stride / 2;
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i420ByteBuffer.position(yPos);
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i420ByteBuffer.limit(yPos + stride * frameHeight);
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final ByteBuffer dataY = i420ByteBuffer.slice();
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i420ByteBuffer.position(uPos);
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// The last row does not have padding.
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final int uvSize = stride * (uvHeight - 1) + stride / 2;
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i420ByteBuffer.limit(uPos + uvSize);
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final ByteBuffer dataU = i420ByteBuffer.slice();
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i420ByteBuffer.position(vPos);
|
||||
i420ByteBuffer.limit(vPos + uvSize);
|
||||
final ByteBuffer dataV = i420ByteBuffer.slice();
|
||||
|
||||
return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride,
|
||||
() -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); });
|
||||
}
|
||||
|
||||
public void release() {
|
||||
threadChecker.checkIsOnValidThread();
|
||||
released = true;
|
||||
if (shader != null) {
|
||||
shader.release();
|
||||
}
|
||||
textureFrameBuffer.release();
|
||||
drawer.release();
|
||||
i420TextureFrameBuffer.release();
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user